I tend to admire and use the "what does it add" criterion for game mechanics, and applying it here leads to a glaringly obvious conclusion: needing to click on reactors to collect resources adds nothing to the game, and has cost you at least one player who would otherwise have enjoyed the game.
Combat doesn't work for me. There are snoring Z's above my character, and the background is rapidly cycling between what I assume is all backgrounds. I can attack once, and one of my opponents also attacks once, but then nothing. Has anyone else experienced this, and is there an obvious solution I'm missing?
Is there any player stat called "stop running for the ball like a dumbass there's already three people doing that and they're closer"? What about one for "run to where the ball is going, not where to it is you retard"? The AI on both sides sucks, and since the person swapping button doesn't always choose the person closest to the ball who isn't knocked over, you end up watching your demented lemmings run around for a while.
Wow, the thing that made survival as simple as anything was finding out you could sell. That should probably be in the instructions beneath the game as well. It's my own fault for not noticing but still, I wish something that vital were more prominent.
Damn, I was hoping that making an infinite loop would enable me to make a perpetual motion machine. "Please try another setup." Oh well, I guess we'll have escalating energy crises instead.
I think you should have asked somebody who is better at English to translate the game for you. While it's a pretty good translation in technical aspects, a native English speaker could have chosen phrases that would better convey the situations and characters you came up with.
This game would be so much better if the difficulty wasn't so dependent on where the enemies and hostages moved and when. Aren't hostages normally tied up? Don't hostage takers normally patrol rather than wander aimlessly and fire grenades at their hostages?